Environment any ruins or undergroundOrganization solitary or pairTreasure incidental

Paralysis (Ex) Any creature that is hit by a slithering master's slam attack comes into contact with the anesthetizing slime it secretes. The opponent must succeed on a DC 18 Fortitude save or be paralyzed—at the end of each round thereafter, the paralyzed victim can attempt a new Fortitude save to recover from this paralysis. When a victim recovers from a slithering master's paralysis, the victim is staggered for 1d6 rounds. This DC is Constitution-based.

Spawn Tracker (Ex) Once per day as a full-round action that provokes attacks of opportunity, a slithering master may create a slithering tracker in an adjacent space. Upon doing so, both the slithering master and the slithering tracker take damage equal to one-half the slithering tracker's hit point total and become fatigued. The newly created slithering tracker is not under the slithering master's control. A slithering master cannot use this ability if it is fatigued for any reason.

Transparent (Ex) Because of its lack of coloration, a slithering master is difficult to discern from its surroundings in most environments. The slithering master gains a +8 racial bonus on Stealth checks as a result, and can move at full speed without taking a penalty on Stealth checks. A creature that fails to notice a slithering master and walks into it automatically takes damage as if struck by the slithering master's slam attack and is immediately subject to a grab attempt and paralysis by the ooze.

Slithering masters are variant slithering trackers. Like slithering trackers, slithering masters are transparent oozes with a hint of intelligence. Unlike trackers, masters can reliably spawn new slithering trackers, and can telepathically direct the actions of other oozes.